X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.h;h=2f13e350824a4a8f9f46217ddcd0686c39e8ad91;hb=37e3ad0ee2ec05d6bfebf611d45046b49fa33387;hp=43a5df8c2ddbfa8c558c184047f626cbe51bf28d;hpb=84160722392a024dda42bd86ca9bd85b68c49457;p=supertux.git diff --git a/src/gameloop.h b/src/gameloop.h index 43a5df8c2..2f13e3508 100644 --- a/src/gameloop.h +++ b/src/gameloop.h @@ -22,10 +22,11 @@ #ifndef SUPERTUX_GAMELOOP_H #define SUPERTUX_GAMELOOP_H -#include "sound.h" -#include "type.h" -#include "level.h" -#include "world.h" +#include +#include "timer.h" +#include "statistics.h" + +using namespace SuperTux; /* GameLoop modes */ @@ -35,74 +36,119 @@ #define ST_GL_LOAD_LEVEL_FILE 3 #define ST_GL_DEMO_GAME 4 +enum GameMenuIDs { + MNID_CONTINUE, + MNID_ABORTLEVEL + }; + extern int game_started; -class World; +class Level; +class Sector; +class Statistics; + +namespace SuperTux { +class DrawingContext; +} /** The GameSession class controlls the controll flow of a World, ie. present the menu on specifc keypresses, render and update it while keeping the speed and framerate sane, etc. */ class GameSession { - private: - Timer fps_timer; - Timer frame_timer; - World* world; - int st_gl_mode; - int levelnb; - float fps_fps; - unsigned int last_update_time; - unsigned int update_time; - int pause_menu_frame; - int debug_fps; - bool game_pause; +public: + enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT }; - // FIXME: Hack for restarting the level - std::string subset; +public: + DrawingContext* context; + Timer2 time_left; - public: - enum ExitStatus { NONE, LEVEL_FINISHED, GAME_OVER, LEVEL_ABORT }; - private: - ExitStatus exit_status; - public: - - Timer time_left; - - GameSession(const std::string& subset, int levelnb, int mode); + GameSession(const std::string& levelfile, int mode, Statistics* statistics=0); ~GameSession(); /** Enter the busy loop */ ExitStatus run(); void draw(); - void action(double frame_ratio); - - Level* get_level() { return world->get_level(); } - World* get_world() { return world; } + void action(float frame_ratio); + void set_current() + { current_ = this; } static GameSession* current() { return current_; } - private: - static GameSession* current_; + void respawn(const std::string& sectorname, + const std::string& spawnpointname); + void set_reset_point(const std::string& sectorname, + const Vector& pos); + void display_info_box(const std::string& text); + Sector* get_current_sector() + { return currentsector; } + + void start_sequence(const std::string& sequencename); + +private: void restart_level(); void check_end_conditions(); void start_timers(); void process_events(); + void handle_cheats(); void levelintro(); - void drawstatus(); + void drawstatus(DrawingContext& context); void drawendscreen(); - void drawresultscreen(void); + void drawresultscreen(); + void draw_pause(); - private: void on_escape_press(); + void process_menu(); + + Uint32 fps_ticks; + Timer2 endsequence_timer; + Level* level; + Sector* currentsector; + + int st_gl_mode; + int levelnb; + float fps_fps; + int pause_menu_frame; + + /** If true the end_sequence will be played, user input will be + ignored while doing that */ + enum EndSequenceState { + NO_ENDSEQUENCE, + ENDSEQUENCE_RUNNING, // tux is running right + ENDSEQUENCE_WAITING // waiting for the end of the music + }; + EndSequenceState end_sequence; + float last_x_pos; + + bool game_pause; + + std::string levelfile; + + // reset point (the point where tux respawns if he dies) + std::string reset_sector; + Vector reset_pos; + + // the sector and spawnpoint we should spawn after this frame + std::string newsector; + std::string newspawnpoint; + + static GameSession* current_; + + // for cheating + std::string last_keys; + + Statistics* best_level_statistics; + + ExitStatus exit_status; }; std::string slotinfo(int slot); -bool rectcollision(base_type* one, base_type* two); -void bumpbrick(float x, float y); +/** Return true if the gameloop() was entered, false otherwise */ +bool process_load_game_menu(); #endif /*SUPERTUX_GAMELOOP_H*/